Conference Proceeding Article
This paper documents the learning journey and outcomes of designing an electronic roll-and-move board game, The Grade Inflation Game (GIGAME). It was developed by the Centre for Teaching Excellence (CTE) for classes conducted in the School of Law at the Singapore Management University (SMU). It investigates the effectiveness of using an electronic board game in teaching and learning. Based on the survey on 64 student-players of the game, the study revealed that the game enabled students to consolidate objective skills and knowledge while having 'serious' fun.
Game-based learning, GBL, learning effectiveness, fun, RETAIN model
Asian Studies | Higher Education | Instructional Media Design | Legal Education
Macroeconomics; Law, Society and Governance
Proceedings of the International Conference on Computers in Education 2015, Nov 30-Dec 4, Hangzhou, China
Asia-Pacific Society for Computers in Education
City or Country
CHAN, Gary Kok Yew; TAN, Swee Liang; HEW, Khe Foon Timothy; KOH, Teck Chye Bernie Grayson; and KOH, Bernie Grayson.
Learn to play, play to learn: Designing a digital board game for a law of torts class. (2015). Proceedings of the International Conference on Computers in Education 2015, Nov 30-Dec 4, Hangzhou, China. Research Collection School Of Law.
Available at: http://ink.library.smu.edu.sg/sol_research/1806
Creative Commons License
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